;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Scouting, can see two spaces.
^Ignores enemy Zones of Control.
^Can strike from the sea without warning!
^Cannot attack land armies.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Can launch missles over City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only the Turks can field these forces, milord.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^"I can see ships at sea, sire!"


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Does away with evil and waste in the capital city,
and decreases it in all nearby towns.

@;Barracks
@PEDIAIMPROVE2
This town is now a Fief, and can recruit soldiers
quickly. Regiments are back to strength in a single season

@;Granary
@PEDIAIMPROVE3
Only half of town's food store is depleted when
it increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented serfs are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxuries by 50%.

@;Library
@PEDIAIMPROVE6
Increases knowledge by 50%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%. Makes town more resistant
to bribery by enemy
emissaries and assassins.

@;City Walls
@PEDIAIMPROVE8
Units in town are thrice defensible in battle.

@;Aqueduct
@PEDIAIMPROVE9
Allows town to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxuries by an
additional 50% (cumulative w/Market Towns).

@;Cathedral
@PEDIAIMPROVE11
Makes four discontent townsmen content.

@;University
@PEDIAIMPROVE12
Increases knowledge by an additional
50% (cumulative w/ Scholars).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three of the unhappy faithful are made content
by the will of Allah.

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%
(cumulative w/ Factory).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries by an additional
50% (cumulative with Market Towns and Emporia for a grand
total of 150%).

@;Sewer System
@PEDIAIMPROVE23
Allows the town to grow into a city, beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows lands that service the city with grain
to be leased by tenants, who are able
to produce double the normal amount.

@;Superhighways
@PEDIAIMPROVE25
All lands in the town's radius with roads
produce 50% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases knowledge by an additional 50%
(cumulative with Scholars and University for a
grand total of 150%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
The oceans around the city will
provide abundantly for the city with a harbor. 
Each region of ocean will provide more 50% 
more catch.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases discontent caused by soldiers away from town by 1.

@;Port Facility
@PEDIAIMPROVE34
The Port builds high quality ships, so that they are as good as
veterans of ordinary navies.
Any ship spending a season in port is
once again fit for sea.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
The gift of the Nile is its abundance. Annual floods make the river
lands the most fertile in the Mediterranean basin. 

@;Hanging Gardens
@PEDIAIMPROVE40
To possess Edessa is to have 1 happy citizen in every city.

@;Colossus
@PEDIAIMPROVE41
The great trade city of Venice produces one extra trade in
each region, both land and sea, that already produces one.

@;Lighthouse
@PEDIAIMPROVE42
Shipping can cross open seas w/o danger, and all
types of ship have their movement rate increased by one.
All new Byzantine ships receive veteran status.

@;Great Library
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your churches.

@;Great Wall
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in parley.  Your armies are twice as effective
against warrior realms.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new troops brought forth fight as Veterans.
Any troops which win a battle become Veterans.

@;King Richard's Crusade
@PEDIAIMPROVE47
The lands near the great trade city of Sjilmasa's radius produce an extra
resource "hammer".

@;Marco Polo's Embassy
@PEDIAIMPROVE48
The Greeks maintain an embassy with all the nations and
their knowledge will always be complete. They will receive
word when kingdoms change their ways of war or trade.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
The Greek church is such a strong part of the Holy Empire.  
There is a Greek Cathedral in every city.
There is some continuing trouble with both the Pope and 
several schismatic sects in remote parts of the Empire. 

@;Copernicus' Observatory
@PEDIAIMPROVE50
The German church thrived and became a bulwark to the Emperor and
a strong agent for preserving culture and literacy in Germany.

@;Magellan's Expedition
@PEDIAIMPROVE51
Movement of all ships is increased by two leagues.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All the citizens in the great city of Constantinople are content, unless the city falls.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
The sacred city of Jerusalem will make 2 townsmen happy in each
town across the realm.

@;Isaac Newton's College
@PEDIAIMPROVE55
The Arsenal in Venice brought forth twofold new methods of destruction.
This magazine and forge actively sought new
ways to make war. They never managed to discover the secret of Greek
Fire.  

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Increasing trade revenues effectively pay the maintenance for 
all town buildings that ordinarily cost 1 gold each season.  Buildings 
requiring more than 1 gold each season must
still be paid.

@;Darwin's Voyage
@PEDIAIMPROVE57
A wealth of new Techniques or Ideas emerge from perusal of the Ancient Texts.

@;The Statue of Liberty
@PEDIAIMPROVE58
Regional nobles here are closely associated with the monarchy.
This effort on the part of the regional nobility will lay the necessary foundation
for the smoothest possible transition to a feudal state.

@;The Eiffel Tower
@PEDIAIMPROVE59
The Doge in Venice, and the Italians generally, were noted for their
treachery, yet their role as traders to both the Franks and Germans 
and Islam made them indispensible. The Italian bankers and 
merchant nobility maintained trade stations in the port cities of
the Mediterranean and the peoples around the sea maintain trade relations, 
no matter what past misdeeds have been done!

@;Hoover Dam
@PEDIAIMPROVE61
Provides Hydro power to every city on every continent.

@;Women's Suffrage
@PEDIAIMPROVE60
Local militias appeared in some regions, usually armed with the pike.
Because these citizens were the soldiers, little unrest and no pillaging occurred.

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE63
^* Free embassy with every other empire thru coreligionists.
^* The outlanders cannot refuse your offers of peace.
^* This religious power can be used against your enemies
^  by way of religious sanctions.

@;Apollo Program
@PEDIAIMPROVE64
Although the first accurate mapmakers tried to keep their art secret,
eventually these new maps made navigation in the Mediterranean
sea far less hazardous than it had been, facilitating trade and 
communication, even opening up the hitherto stormy Atlantic.

@;SETI Program
@PEDIAIMPROVE65
Counts as a research lab in every one of your cities; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE66
Possession of Aleppo will bring happiness to 1 townsman in every town
in the empire.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The governing of your realm will
affect the way goods and trade are distributed in the towns, the
rate at which your townsmen can recruit and supply new regiments
and buildings, and the extent to which your townsmen
may assert their municipal rights and priveledges.
^
Some forms of government, such as Oriental Despotism, the Kingdom,
Byzantium, and Turkish Sultanate, allow you to expand
rapidly, to produce and sustain many regiments,
and to control the realm with an iron fist.
^
Democrati and the The Feudal State, on the other hand, give your
townsmen the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your townsmen may become discontent when you send troops
out of their towns; also, the nobility may try to
interfere in your conduct of foreign affairs.
^
To change your realm's government, you must have a
Baron's Revolt--select "Revolution" from the Kingdom Menu.  This
will entail a brief interim period.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Primitive Village goverment
Primitive government is simply done by the leaders of village life.
Your realm can fall back into this unhappy state if matters
in your realm become too lawless. Happily, the peasants 
and townsmen of the country will call for a new authority
sooner or later.
^
Village government is similar to Oriental Despotism, except that the
evil is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during interim periods, and little or no
knowledge is gained.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Oriental Despotism
^UNIT SUPPORT
Each regiment above the city size must be supplied one hammer each season.
Peasants eat one grain each season.
^
^HAPPINESS
Up to three regiments in each city will create
"Warlord's Law", making a discontent townsman into a content
townsman.
^
^EVIL AND WASTE
Despotism is evil and wasteful.  The
evil in a particular town is based on its
distance from your Palace.
^
^Sire,
Under a Despotism, none of the knowledge/tax/luxury rates may
be set higher than 60%.  ALSO, ANY LAND WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, HAMMERS, TRADE) MAKES
ONE LESS.
^
^Sire,
Because Oriental Despotism is so evil, it is almost
always an inferior form of governing.  Even kings
are preferable to a Despot.


@PEDIAGOVT2
@width=600
@title=Civilization Government: The Kingdom
^UNIT SUPPORT
Each regiment beyond the third must be supplied one hammer each season.
Peasants eat one grain each season.
^
^HAPPINESS
Up to three regiments in each town will create
"King's Peace," converting a discontent townsman into a
content townsman.
^
^EVIL AND WASTE
A King is MODERATELY evil and wasteful.  The
evil in a particular town is based on its
distance from your Palace.
^
^Sire,
In a Kingdom, none of the knowledge/tax/luxury rates may
be set higher than 70%.
^
^Sire,
The Kingdom awaits
your commands.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Byzantium
^UNIT SUPPORT
Each regiment beyond the third must be supplied by one hammer each season.
Peasants eat one grain each season.
^
^HAPPINESS
Up to three regiments in each town will create
"Imperial Law", converting *TWO* discontent townsmen into
contented ones (so a total of SIX townsmen can
be kept from rioting).
^
^EVIL AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Turkish Sultanate
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: The Feudal State
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to a Feudal State can give an big boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Feudal States wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democrati
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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